The question is, does it do that by simplifying combat or expanding everything else? If its like most (I'm blanking on the term, the opposite of task-resolution) systems, I think likely the former, which is not what I'm looking for.
To give a hypothetical example, in an intrusion system, you'd have multiple rolls made, with "maneuvers" that represented approaches to intruding, with accumulated values that moved you in steps along the way, and failure would accumulate problem points you'd have to overcome or at some point they'd cause the intrusion as such, to fail (though you might still be able to brute force through it at the costs associated with that, and if that was impossible or undesirable you'd have to try and flee).
As I said, that doesn't necessary say anything without a sense how detailed Trick and Riddle conflicts are.
This thread is probably not the place to set out the Torchbearer conflict resolution in detail. The approaches to success with the movement in steps along the way is handled via the Attack, Defend and Manoeuvre actions. The accumulation of problems unfolds in two ways - immediate problems or obstacles arise via the checks made on the other side; while more long term or latent problems are established via the "compromise" that is owed by the successful part at the end of the conflict: the compromise is established having regard to the fiction established by the resolution of the actions declared in the course of the conflict.
The last two Trick/Riddle conflicts in our game were (1) a Troll Haunt trying to lure the PCs into the middle of the Troll Fens so that it could catch and eat them - this was a GM-initiated conflict, after the players failed their Pathfinder test during a journey - and (2) the PCs trying to persuade the bandits at the Moathouse that they were emissaries of another bandit, Roy, there to forge an alliance - this was a player-initiated conflict, an attempt to secure food and shelter.
The players lost both conflicts. In the case of (1),that meant that they found themselves lost in the middle of the swamp. But the Dwarven PC's "riddle" -
Whose keys do I have in my pocket? (he has two of them, collected during his adventures) - had resulted in the Troll losing a good chunk of its own disposition in the conflict, and so (as a substantial compromise) it went back to its Troll-hole to consult its book of riddles to try and see what sorts of keys a Dwarven traveller might be carrying.
In the case of (2), that meant that the bandits were not tricked, and achieved their intent, of having the PCs surrender. But again a compromise was owed - a minor one. Earlier the PCs had captured a Dire Wolf from the Moathouse and persuaded it to join with them, and the Dwarven PC had relied on the presence of the Wolf to reinforce the impression that the PCs were allies of, rather than enemies of, the Moathouse bandits. The minor compromise took the form of the bandits accepting that the Wolf was still one of them, and had carried out its mission of bringing intruders to the Moathouse, meaning that the PCs now have a Wolf ally "on the inside" with the bandits.
I don't know if this satisfies your demands of granularity or not. Based on actual play, I think it produces pretty interesting and unexpected outcomes that reflect player choices about how to approach the situation in the fiction, and what elements of their PCs and their PCs' circumstances to put at stake as part of that approach.